All features cost one or more character points. Some have levels, others just have fixed costs.
Core Mechanic Augmentations:
Academic Contacts: 3 points. Scholars
keep in touch and have many correspondence friends. When entering
a community for the first time, you may make a Diplomacy check with a difficulty
set by the size of the town. If you make it, you have an academic
contact there, who will happily put you up for a number of days equal to
your level. You gain a +4 bonus to any Gather Information checks
in a town where you have a contact.
Arcane Archer Feature:
2 points Each
Pick one from this List:
Aura of Command: 2 points per level. People naturally follow the lead of a Knight. Each level of Aura of Command gives a +3 bonus to any skill check to motivate people to follow his lead in a situation. This bonus also adds to his Leadership rating if he takes the Leadership feat.
Bardic Music: 16 points. Once per day per level, the Bard can produce magical effects through musical performance. Each has a minimal level of Perform skill required.
Bardic Reputation: 2 points per level. High-level
Bards are eagerly sought out as entertainers and can gain access to all
sorts of places which often have restricted access. A Bard with this
feature may use his Perform skill to persuade someone to invite him to
a party, let him into a snooty restaurant, bring him to the secret cult
meeting, etc. For every level of Bardic Reputation he has,
he makes the check at a +3.
Bardic Sorcery: (22 points) Bards learn magical songs which produce effects similar to the spells of Sorcerors and Wizards. He has no need to memorize spells or keep a songbook, but knows only a handful of spells he has intuited the use of over the years, depending on his level.
The DC to save vs. his spells is 10 + Level of Spell + Charisma Bonus.
He can only cast spells of a level equal to his Charisma - 10. He gains Bonus spells from his Charisma.
Spells Known:
| Level | 0
Level |
1
Level |
2
Level |
3
Level |
4
Level |
5
Level |
6
Level |
| 1 | 4 | ||||||
| 2 | 5 | 2 | |||||
| 3 | 6 | 3 | |||||
| 4 | 6 | 3 | 2 | ||||
| 5 | 6 | 4 | 3 | ||||
| 6 | 6 | 4 | 3 | ||||
| 7 | 6 | 4 | 4 | 2 | |||
| 8 | 6 | 4 | 4 | 3 | |||
| 9 | 6 | 4 | 4 | 3 | |||
| 10 | 6 | 4 | 4 | 4 | 2 | ||
| 11 | 6 | 4 | 4 | 4 | 3 | ||
| 12 | 6 | 4 | 4 | 4 | 3 | ||
| 13 | 6 | 4 | 4 | 4 | 4 | 2 | |
| 14 | 6 | 4 | 4 | 4 | 4 | 3 | |
| 15 | 6 | 4 | 4 | 4 | 4 | 3 | |
| 16 | 6 | 5 | 4 | 4 | 4 | 4 | 2 |
| 17 | 6 | 5 | 5 | 4 | 4 | 4 | 3 |
| 18 | 6 | 5 | 5 | 5 | 4 | 4 | 3 |
| 19 | 6 | 5 | 5 | 5 | 5 | 4 | 4 |
| 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 |
Spells Castable:
| Level | 0
Level |
1
Level |
2
Level |
3
Level |
4
Level |
5
Level |
6
Level |
| 1 | 2 | ||||||
| 2 | 3 | 0 | |||||
| 3 | 3 | 1 | |||||
| 4 | 3 | 2 | 0 | ||||
| 5 | 3 | 2 | 1 | ||||
| 6 | 3 | 3 | 2 | ||||
| 7 | 3 | 3 | 2 | 0 | |||
| 8 | 3 | 3 | 3 | 1 | |||
| 9 | 3 | 3 | 3 | 2 | |||
| 10 | 3 | 3 | 3 | 2 | 0 | ||
| 11 | 3 | 3 | 3 | 3 | 1 | ||
| 12 | 3 | 3 | 3 | 3 | 2 | ||
| 13 | 3 | 3 | 3 | 3 | 2 | 0 | |
| 14 | 4 | 3 | 3 | 3 | 3 | 1 | |
| 15 | 4 | 4 | 3 | 3 | 3 | 2 | |
| 16 | 4 | 4 | 4 | 3 | 3 | 2 | 0 |
| 17 | 4 | 4 | 4 | 4 | 3 | 3 | 1 |
| 18 | 4 | 4 | 4 | 4 | 4 | 3 | 2 |
| 19 | 4 | 4 | 4 | 4 | 4 | 4 | 3 |
| 20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Body Control:
Clerical Magic: 61 Points
Clerics pray to their gods for spells, either at dawn for good clerics,
at sunset for evil clerics, and at noon for neutral clerics. This
requires one hour of meditation.
DC: 10 + Spell Level + Wisdom Bonus
Clerics know all spells of each level they can cast, and gain two domains, which they choose out of a list of domains controlled by their deity. They can cast any spell from those domains up to the highest level they can cast. Each domain also grants them a power.
Clerics recieve bonus spells for high Wisdom, and also can cast one Domain spell of each level of spells as a bonus spell.
A cleric may choose to convert one memorized spell into a cure spell of the same level (if good), an inflict wounds spell of the same level (if evil), or a domain spell (any alignment). (Neutral clerics can either convert spells to cures or inflict wounds, but not both; they must choose one or the other when they take their first level as a cleric.)
Spells cast per day:
| Caster
Level |
0 Level | 1 Level | 2 Level | 3 Level | 4 Level | 5 Level | 6 Level | 7 Level | 8 Level | 9 Level |
| 1 | 3 | 1 | ||||||||
| 2 | 4 | 2 | ||||||||
| 3 | 4 | 2 | 1 | |||||||
| 4 | 5 | 3 | 2 | |||||||
| 5 | 5 | 3 | 2 | 1 | ||||||
| 6 | 5 | 3 | 3 | 2 | ||||||
| 7 | 6 | 4 | 3 | 2 | 1 | |||||
| 8 | 6 | 4 | 3 | 3 | 2 | |||||
| 9 | 6 | 4 | 4 | 3 | 2 | 1 | ||||
| 10 | 6 | 4 | 4 | 3 | 3 | 2 | ||||
| 11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | |||
| 12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | |||
| 13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | ||
| 14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | ||
| 15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | |
| 16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | |
| 17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
| 18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
| 19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
| 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
Combined Attack: 3 points per level. The character learns how to pool his powers with those of others. It costs 2 Energy points per person participating in the combined attack for a group of people with this power to combine their powers, in addition to the normal Energy cost of the Special Attack. You can combine with twice your level in this Feature worth of people. When you pool your powers, if the attack hits, you add all the damage dice together and then double the number of dice for the damage the attack does. The target has a defense roll penalty of -1 per person involved. The attack goes off on the worst initiative involved.
Cramming: 2 points. Scholars learn how to study very intensely in order to have vital knowledge when they need it, though it doesn't last long. A scholar with access to appropriate materials can gain a knowledge skill for a number of days equal to his Intelligence Bonus with a rating of his Intelligence Bonus by studying for four hours per point gained. This requires a Concentration check with a difficulty of 10 + 2*Bonus to be gained.
Darkness: 2 points. By burning 3 Energy, the character can produce a Darkness effect, as the spell, as if a Sorceror of his level as a Ninja. He can see in his own darkness.
Darkvision: 1 point. The character gains 60' Darkvision.
Dimension Door: 5 points. By burning 5 Energy, the character can use the Dimension Door spell as a Supernatural Ability. Treat him as a Sorceror of the same level.
Divine Relationship: 1 point each.
Each level of Divine Relationship lets you reroll one die per session
of your choice. You can take the better of the two results.
Dragon-Magic (116 points)
The Dragon-Mage does not prepare spells in advance, rather he draws upon mystical energy as he pleases and weaves it into the mystic patterns which perform his magic. As he grows in strength, more and more of the draconic lore latent in his veins activates, awakening new abilities. He knows few powers compared to the breadth of a wizard, but he can use his spells more frequently than a normal Wizard.
He gains bonus spells from Charisma, and his DC for his spells is 10
+ Level of the Spell + Charisma Bonus.
Spells castable per day:
| Caster
Level |
0 Level | 1 Level | 2 Level | 3 Level | 4 Level | 5 Level | 6 Level | 7 Level | 8 Level | 9 Level |
| 1 | 5 | 3 | ||||||||
| 2 | 6 | 4 | ||||||||
| 3 | 6 | 5 | ||||||||
| 4 | 6 | 6 | 3 | |||||||
| 5 | 6 | 6 | 4 | |||||||
| 6 | 6 | 6 | 5 | 3 | ||||||
| 7 | 6 | 6 | 6 | 4 | ||||||
| 8 | 6 | 6 | 6 | 5 | 3 | |||||
| 9 | 6 | 6 | 6 | 6 | 4 | |||||
| 10 | 6 | 6 | 6 | 6 | 5 | 3 | ||||
| 11 | 6 | 6 | 6 | 6 | 6 | 4 | ||||
| 12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |||
| 13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | |||
| 14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | ||
| 15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | ||
| 16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |
| 17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | |
| 18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
| 19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
| 20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Spells Known, Per Level:
| Caster
Level |
0 Level | 1 Level | 2 Level | 3 Level | 4 Level | 5 Level | 6 Level | 7 Level | 8 Level | 9 Level |
| 1 | 4 | 2 | ||||||||
| 2 | 5 | 2 | ||||||||
| 3 | 5 | 3 | ||||||||
| 4 | 6 | 3 | 1 | |||||||
| 5 | 6 | 4 | 2 | |||||||
| 6 | 7 | 4 | 2 | 1 | ||||||
| 7 | 7 | 5 | 3 | 2 | ||||||
| 8 | 8 | 5 | 3 | 2 | 1 | |||||
| 9 | 8 | 5 | 4 | 3 | 2 | |||||
| 10 | 9 | 5 | 4 | 3 | 2 | 1 | ||||
| 11 | 9 | 5 | 5 | 4 | 3 | 2 | ||||
| 12 | 9 | 5 | 5 | 4 | 3 | 2 | 1 | |||
| 13 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | |||
| 14 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | ||
| 15 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | ||
| 16 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | |
| 17 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | |
| 18 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
| 19 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Elemental Resistance: 4 points per level. Minimum of 3rd level. The character learns to resist one form of energy, gaining 10 points of armor against it. She can pick a different type for each level of this, or stack it. Most choose resistance to their own power, but you don't have to. She can extend this protection to anyone she is touching by spending 1 Energy Point every 10 minutes.
Enchant Arrow: 2 points each. By burning one point of Energy, the archer can enchant an arrow to have a hit and damage bonus of 1/4th his level, rounded up.
Energy Boost: 3 points per level. The character gains 20 points of Energy
Enhanced Senses: 1 point per sense per level. You gain +4 to any use of skills which rely heavily on the sense you have augmented.
Evasion: (3 points) As the Rogue ability (On a successful Reflex save against things which allow Reflex saves, you take no damage)
Favored Environment: 4 point per level. You can take up to your Character Level / 3 levels. Rangers learn how to operate in specific environments, becoming more and more experienced over time in them. Each time a ranger gains this Feature, he gets the following benefits:
Highly Skilled: 1 point per 4 skill points gained.
Improved Evasion: 2 points. Must buy Evasion first. Minimum of 10th level. As the Rogue ability (On a successful Reflex save against things which allow Reflex saves, you take no damage. If you fail, you take half damage.)
Invisibility: 4 points. Minimum of 3rd level. By burning 3 Energy, the character can turn invisible, as per the spell.
Jumping: 1 point per level. A character adds +20 to their Jump skill for every level of Jumping they possess.
Levitate: 2 points. Minimum of 3rd level. By burning 3 Energy points, the Magical Girl can cast Levitate.
Long Hours: 1 point per level. The scholar learns how to get by on minimal levels of sleep. Each level of Long Hours reduces his need for sleep by one hour. (Every two levels reduces the amount of sleep he needs to get before memorizing new spells by one hour also.)
Massive Damage: 2 points each. Each level adds +2 damage with a specific kind of weapon
Oath-Magic: 17 points
The gods reward those who swear and keep Holy Oaths with a portion of their power, granting them spells like Clerics, if not so many as a true priest. Evil Oathbound prepare their spells at nightfall, Good Oathbound at sunrise, and Neutral ones at Noon or Midnight, as they desire.
Save DC: 10 + Level of Spell + Wisdom Bonus of the Oathbound.
Oathbound do get bonus spells for high Wisdom.
Spells Castable Per Day:
| Level | 0 level | 1st level | 2nd level | 3rd level | 4th level |
| 1 | 1 | ||||
| 2 | 2 | ||||
| 3 | 2 | 1 | |||
| 4 | 2 | 1 | |||
| 5 | 3 | 1 | 1 | ||
| 6 | 3 | 2 | 1 | ||
| 7 | 3 | 2 | 1 | 1 | |
| 8 | 3 | 3 | 1 | 1 | |
| 9 | 4 | 3 | 2 | 1 | 1 |
| 10 | 4 | 3 | 2 | 2 | 1 |
| 11 | 4 | 3 | 2 | 2 | 1 |
| 12 | 4 | 4 | 2 | 2 | 2 |
| 13 | 5 | 4 | 3 | 2 | 2 |
| 14 | 5 | 4 | 3 | 3 | 2 |
| 15 | 5 | 4 | 3 | 3 | 3 |
| 16 | 5 | 5 | 3 | 3 | 3 |
| 17 | 6 | 5 | 4 | 3 | 3 |
| 18 | 6 | 5 | 4 | 4 | 3 |
| 19 | 6 | 5 | 4 | 4 | 4 |
| 20 | 6 | 6 | 4 | 4 | 4 |
Parma Magica (Magical Shield): 5 points.
Wizards learn how to not die at the hands of their own and other's magics. Any Bard, Sorceror, or Wizard spell cast at a Wizard can be defended against by the Wizard's Parma Magica. The Wizard makes an opposed Spellcraft check against his foe's Spellcraft. If he wins, the spell fails to effect him. If he loses, he then gets a normal saving throw against it.
Unfortunately, Divine Magics laugh at the Parma Magica and he just gets
to make a normal save.
Rage: 4 points. By taking an action and burning one point of Energy, the character can go berserk for a number of rounds equal to his level, once per combat. (A number of times per day dependent on level; see the chart above).
Ranger Magic: 12 points.
Rangers are blessed by the powers of Nature, though not so much so as Druids. Each morning, on rising, they can meditate for an hour and prepare spells from the Druid and Ranger spell lists.
The DC to resist their magics is 10 + Spell Level + Wisdom Bonus.
They recieve bonus spells from their Wisdom.
Spells Castable Per Day:
| Level | 0 level | 1st level | 2nd level | 3rd level | 4th level |
| 1 | 1 | ||||
| 2 | 2 | ||||
| 3 | 2 | 1 | |||
| 4 | 2 | 1 | |||
| 5 | 3 | 1 | 1 | ||
| 6 | 3 | 2 | 1 | ||
| 7 | 3 | 2 | 1 | 1 | |
| 8 | 3 | 3 | 1 | 1 | |
| 9 | 4 | 3 | 2 | 1 | 1 |
| 10 | 4 | 3 | 2 | 2 | 1 |
| 11 | 4 | 3 | 2 | 2 | 1 |
| 12 | 4 | 4 | 2 | 2 | 2 |
| 13 | 5 | 4 | 3 | 2 | 2 |
| 14 | 5 | 4 | 3 | 3 | 2 |
| 15 | 5 | 4 | 3 | 3 | 3 |
| 16 | 5 | 5 | 3 | 3 | 3 |
| 17 | 6 | 5 | 4 | 3 | 3 |
| 18 | 6 | 5 | 4 | 4 | 3 |
| 19 | 6 | 5 | 4 | 4 | 4 |
| 20 | 6 | 6 | 4 | 4 | 4 |
Rejuvenation: 2 points. For every level of Rejuvenation, the character can, by taking an action, summon their will and recover five energy points or five hit points once a day. If the character has multiple levels of Rejuvenation, they can blow all their uses in a single action if they want to.
Rogue Features: 2 points each. You must be
at least 10th level.
Pick one of the following.
Sacred Warrior Features
Scholarly Reputation: 3 points. Scholars are
well-respected figures; they can use their best Knowledge skill instead
of Charisma to make checks to try to improve people's attitudes to them,
unless the person they are influencing utterly hates all Scholars.
Scholarly Wizardry: 25 points. Scholars dabble in magic, but are not as good at it as full Wizards or Sorcerors. They can use the full range of Wizard spells, if they can accumulate them, and keep spell books just like Wizards.
Scholars begin with four zero level spells in their spellbook, and gain
one spell at each level, in addition to any accumulated as they go along.
Spells Castable Per Day:
| Level | 0 level | 1st level | 2nd level | 3rd level | 4th level |
| 1 | 1 | ||||
| 2 | 2 | ||||
| 3 | 2 | 1 | |||
| 4 | 2 | 1 | |||
| 5 | 3 | 1 | 1 | ||
| 6 | 3 | 2 | 1 | ||
| 7 | 3 | 2 | 1 | 1 | |
| 8 | 3 | 3 | 1 | 1 | |
| 9 | 4 | 3 | 2 | 1 | 1 |
| 10 | 4 | 3 | 2 | 2 | 1 |
| 11 | 4 | 3 | 2 | 2 | 1 |
| 12 | 4 | 4 | 2 | 2 | 2 |
| 13 | 5 | 4 | 3 | 2 | 2 |
| 14 | 5 | 4 | 3 | 3 | 2 |
| 15 | 5 | 4 | 3 | 3 | 3 |
| 16 | 5 | 5 | 3 | 3 | 3 |
| 17 | 6 | 5 | 4 | 3 | 3 |
| 18 | 6 | 5 | 4 | 4 | 3 |
| 19 | 6 | 5 | 4 | 4 | 4 |
| 20 | 6 | 6 | 5 | 5 | 4 |
Servants: 2 points per level if not easily replaced, 5 points per level if easily changed.
You have a powerful servant, who is built on 10 character points for every level of this trait that you buy. They start as a Level 1 Adventurer.
Shapeshifting:
Spider Climb: 2 character points. The character may cast Spider Climb by burning one energy point.
Special Attack: 4 points per level.
The character learns to call upon magical energies to produce a ranged
(or possibly melee) attack of some form of energy or element.
It has a base range of Medium (100 feet + 10 feet / level). It costs
1 Energy Point to use your Special Attack, which is aimed with the Special
Ranged Attack skill.
Each level lets you buy one of the following qualities for it:
Special Movement: 1 point Each
Chose one option from the list each time this feature comes up:
Tap Reserves: 2 points. When desperate,
the character can draw on his energy reserves to increase his attack potency.
He can inflict 2 extra points of damage for every point of Energy he burns,
to a maximum of twice his level on any given blow.
Teleport: 10 character points; 5 if you already have Dimension Door. Must be at least 9th level. The character can now Teleport by expending 9 points of Energy. This is...risky.
Trap Sense: 2 points each level. Each level of Trap Sense grants a +1 to save and AC vs. traps.
Turn Undead: 4 points. 3 + Char. Bonus times a day, a cleric may either turn or command undead. Good clerics turn them, evil clerics command them, and neutral clerics pick which power they want.
Uncanny Dodge: 2 points. The character retains his Dex bonus to his AC even when flat-footed, unless he is immobilized.
Unflankable: 2 points. The character cannot be flanked.
Untrackable: 1 character point. It becomes progressively harder to track a Ninja; all tracking attempts suffer a penalty equal to the Ninja's Balance skill.
Wilderness Survival: 2 points each level. Barbarians
live outdoors; for each level of this they possess, they gain a +3 to any
skill checks in a particular outdoor environment which are aimed towards
survival in that environment.
Wizardry (79 character points)
Wizardry is the ancient lore of the Old Ones. They are gone, but fragments of their mighty lore remains. Wizards study that lore, seeking to regain the lost powers of ancient days. Wizards keep spellbooks, which contain the arcane formulae that instruct them on how to perform magic through foci, spoken word, and gesture. After getting 8 hours of sleep, they can memorize these formulae for later use; the act of spellcasting itself burns the formula out of their minds. A wizard must spend ten * (highest level of spells he can cast) in minutes doing his memorizations to be able to memorize spells to fill his empty slots.
He gains bonus spells from Intelligence, and his DC for his spells is 10 + Level of the Spell + Int. Bonus.
Wizards begin with all zero level spells and 3 + Int. Bonus in first level spells. They gain 2 spells per level for free from their continuing studies, and must find or purchase all other spells.
To copy a spell into his spellbook, the Wizard must make a Spellcraft
check with a DC of 15 + Level of the spell. If he fails, he cannot
try again with that copy of the spell until he gains another add of Spellcraft.
Spells castable per day:
| Caster
Level |
0 Level | 1 Level | 2 Level | 3 Level | 4 Level | 5 Level | 6 Level | 7 Level | 8 Level | 9 Level |
| 1 | 3 | 1 | ||||||||
| 2 | 4 | 2 | ||||||||
| 3 | 4 | 2 | 1 | |||||||
| 4 | 4 | 3 | 2 | |||||||
| 5 | 4 | 3 | 2 | 1 | ||||||
| 6 | 4 | 3 | 3 | 2 | ||||||
| 7 | 4 | 4 | 3 | 2 | 1 | |||||
| 8 | 4 | 4 | 3 | 3 | 2 | |||||
| 9 | 4 | 4 | 4 | 3 | 2 | 1 | ||||
| 10 | 4 | 4 | 4 | 3 | 3 | 2 | ||||
| 11 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |||
| 12 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |||
| 13 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | ||
| 14 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | ||
| 15 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
| 16 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |
| 17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
| 20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |